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Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="Undrave" data-source="post: 8089419" data-attributes="member: 7015698"><p>I think the older classes have gotten too broad. They have had too many versions and too many mechanics that need to be legacy in, and the original quartet were the total sum of all characters at the start, so anything else is really just refinement of those super vague concept. When you place the 5e Fighter, Cleric, Rogue and Wizard next to characters like the Ranger, the Warlock, the Druid or, to a certan extant, the Paladin, you can see that there is a disparity in coverage.</p><p></p><p>I think the 4e version of the Fighter is just the best one there was because of its clear focus on being a Defender and then having different expression of that concept. Yeah, you couldn't be a 'Fighter with a Bow' but why did a bowman need the 'Fighter' label aside from the legacy reason? The 4e Ranger could be the archer. 4e also had a GREAT melee Cleric, that could exist alongside the Paladin and Avenger, mostly because a lot of its Divine Blaster duty was shared to the Invoker and more design space was opened up instead.</p><p></p><p>Someone said 5e isn't 'designed like that', in regards to the roles in 4e... and I think that's actally a weakness of its design principle and why the Monk falls flat. They might say there is no roles but multiple class/subclass are clearly based around a role, it's just not the 4e ones. You got three or four categories really: The Spellslingers (Blaster or Controller flavor), the Martial Weapons guy (Tank or Archer flavor), the Support (Heal or Buff flavor) and the Skill Monkey (Sneaky or Spellcaster flavor) but the monk doesn't really fit any of those category and its own gameplay schtick ("It can lock down casters!") feels more like emergent gameplay than an actual design descision. It's too many random options from the past added without thought of how they synergize to one another. </p><p></p><p>The Fighter and the Rogue have eaten too much design space from mundane heroes, I totally agree, but their core features are too strong to just patch over with a Subclass and call it a day. At best you end up with a MC Subclass. </p><p></p><p>Like, I could see a 'Treasure Hunter Rogue' with tons of knowledge that is the best are overcoming traps. But that wouldn't be a full on loremaster.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8089419, member: 7015698"] I think the older classes have gotten too broad. They have had too many versions and too many mechanics that need to be legacy in, and the original quartet were the total sum of all characters at the start, so anything else is really just refinement of those super vague concept. When you place the 5e Fighter, Cleric, Rogue and Wizard next to characters like the Ranger, the Warlock, the Druid or, to a certan extant, the Paladin, you can see that there is a disparity in coverage. I think the 4e version of the Fighter is just the best one there was because of its clear focus on being a Defender and then having different expression of that concept. Yeah, you couldn't be a 'Fighter with a Bow' but why did a bowman need the 'Fighter' label aside from the legacy reason? The 4e Ranger could be the archer. 4e also had a GREAT melee Cleric, that could exist alongside the Paladin and Avenger, mostly because a lot of its Divine Blaster duty was shared to the Invoker and more design space was opened up instead. Someone said 5e isn't 'designed like that', in regards to the roles in 4e... and I think that's actally a weakness of its design principle and why the Monk falls flat. They might say there is no roles but multiple class/subclass are clearly based around a role, it's just not the 4e ones. You got three or four categories really: The Spellslingers (Blaster or Controller flavor), the Martial Weapons guy (Tank or Archer flavor), the Support (Heal or Buff flavor) and the Skill Monkey (Sneaky or Spellcaster flavor) but the monk doesn't really fit any of those category and its own gameplay schtick ("It can lock down casters!") feels more like emergent gameplay than an actual design descision. It's too many random options from the past added without thought of how they synergize to one another. The Fighter and the Rogue have eaten too much design space from mundane heroes, I totally agree, but their core features are too strong to just patch over with a Subclass and call it a day. At best you end up with a MC Subclass. Like, I could see a 'Treasure Hunter Rogue' with tons of knowledge that is the best are overcoming traps. But that wouldn't be a full on loremaster. [/QUOTE]
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